DynSim #3 Configs
This commit is contained in:
vbawol 2017-07-24 12:50:38 -05:00 committed by GitHub
commit 10a762b541
10 changed files with 65 additions and 22 deletions

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@ -113,9 +113,14 @@ _say3dsounds = "isClass _x" configClasses (_say3dsoundsConfig);
disableRemoteSensors (["CfgEpochClient", "disableRemoteSensors", true] call EPOCH_fnc_returnConfigEntryV2); disableRemoteSensors (["CfgEpochClient", "disableRemoteSensors", true] call EPOCH_fnc_returnConfigEntryV2);
// Enable Dynamic simulation on both server and clients (maybe only needed server side) // Enable Dynamic simulation on both server and clients (maybe only needed server side)
// DynSim is handled locally and yes server and clients will need these configurations // DynSim is handled locally and yes server and clients will need these configurations
enableDynamicSimulationSystem true; _dynSimToggle = ["CfgDynamicSimulation", "enableDynamicSimulationSystem", true] call EPOCH_fnc_returnConfigEntryV2;
"Group" setDynamicSimulationDistance 1600; enableDynamicSimulationSystem _dynSimToggle;
"Vehicle" setDynamicSimulationDistance 1600; if(_dynSimToggle)then
"EmptyVehicle" setDynamicSimulationDistance 1600; {
"Prop" setDynamicSimulationDistance 1600; _cfgDynamicSimulation = 'CfgDynamicSimulation' call EPOCH_returnConfig;
"IsMoving" setDynamicSimulationDistanceCoef 1.5; "IsMoving" setDynamicSimulationDistanceCoef getNumber(_cfgDynamicSimulation >> "isMovingCoefValue");
"Group" setDynamicSimulationDistance getNumber(_cfgDynamicSimulation >> "groupDynSimDistance");
"Vehicle" setDynamicSimulationDistance getNumber(_cfgDynamicSimulation >> "vehicleDynSimDistance");
"EmptyVehicle" setDynamicSimulationDistance getNumber(_cfgDynamicSimulation >> "emptyVehicleDynSimDistance");
"Prop" setDynamicSimulationDistance getNumber(_cfgDynamicSimulation >> "propDynSimDistance");
};

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@ -0,0 +1,16 @@
class CfgDynamicSimulation
{
//If this is false none of the below settings matter
enableDynamicSimulationSystem = true;
//Individual toggles for testing
vehicleDynamicSimulationSystem = true; // type car, air, boat
playerDynamicSimulationSystem = true; // clients
baseDynamicSimulationSystem = true; // plot pole and base pieces
// Distances and Coef
groupDynSimDistance = 1600;
vehicleDynSimDistance = 1600;
emptyVehicleDynSimDistance = 1600;
propDynSimDistance = 1600;
};

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@ -76,6 +76,7 @@ disableRandomization[] = {"All"};
#include "Configs\CfgSwitchMovehandler.hpp" #include "Configs\CfgSwitchMovehandler.hpp"
#include "Configs\CfgVehicleUpgrades.hpp" #include "Configs\CfgVehicleUpgrades.hpp"
#include "Configs\CfgReadingDocuments.hpp" #include "Configs\CfgReadingDocuments.hpp"
#include "Configs\CfgDynamicSimulation.hpp"
// A3 specific configs // A3 specific configs
#include "Configs\CfgFunctions.hpp" #include "Configs\CfgFunctions.hpp"

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@ -93,9 +93,12 @@ for "_i" from 0 to _this do {
_baseObj setposATL _location; _baseObj setposATL _location;
// new Dynamicsimulation // new Dynamicsimulation
if(["CfgDynamicSimulation", "baseDynamicSimulationSystem", true] call EPOCH_fnc_returnConfigEntryV2)then
{
_baseObj enableSimulationGlobal false; // turn off sim on server start, let dynSim activate it to true _baseObj enableSimulationGlobal false; // turn off sim on server start, let dynSim activate it to true
_baseObj enableDynamicSimulation true; _baseObj enableDynamicSimulation true;
_baseObj triggerDynamicSimulation false; // this object doesnt need to turn anything on in the server _baseObj triggerDynamicSimulation false; // this object doesnt need to turn anything on in the server
};
// spawn additional object for trap // spawn additional object for trap
_ammoClass = (_cfgBaseBuilding >> _class >> "ammoClass"); _ammoClass = (_cfgBaseBuilding >> _class >> "ammoClass");

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@ -11,8 +11,11 @@ if (!isNull _object && !(_class isEqualTo "")) then {
_object hideObjectGlobal true; _object hideObjectGlobal true;
// new Dynamicsimulation // new Dynamicsimulation
if(["CfgDynamicSimulation", "baseDynamicSimulationSystem", true] call EPOCH_fnc_returnConfigEntryV2)then
{
_newObj enableDynamicSimulation true; _newObj enableDynamicSimulation true;
_newObj triggerDynamicSimulation false; // this object doesnt need to turn anything on in the server _newObj triggerDynamicSimulation false; // this object doesnt need to turn anything on in the server
};
switch (_method) do { switch (_method) do {
case 0: { case 0: {

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@ -320,9 +320,12 @@ if (!isNull _player) then {
_newPlyr setUnitLoadout (getUnitLoadout _newPlyr); // if this works, possibly replace all inventory code with with get|setUnitLoadout _newPlyr setUnitLoadout (getUnitLoadout _newPlyr); // if this works, possibly replace all inventory code with with get|setUnitLoadout
// new Dynamicsimulation // new Dynamicsimulation
if(["CfgDynamicSimulation", "playerDynamicSimulationSystem", true] call EPOCH_fnc_returnConfigEntryV2)then
{
_newPlyr enableDynamicSimulation true; _newPlyr enableDynamicSimulation true;
_newPlyr triggerDynamicSimulation true; _newPlyr triggerDynamicSimulation true;
}; };
};
} else { } else {
diag_log format["LOGIN FAILED UNIT NULL: %1 [%2|%3]", _player, _group, count allgroups]; diag_log format["LOGIN FAILED UNIT NULL: %1 [%2|%3]", _player, _group, count allgroups];
}; };

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@ -112,8 +112,11 @@ if (!local _player) then {
_newPlyr = _group createUnit[_class, _location, [], 0, "CAN_COLLIDE"]; _newPlyr = _group createUnit[_class, _location, [], 0, "CAN_COLLIDE"];
// new Dynamicsimulation // new Dynamicsimulation
if(["CfgDynamicSimulation", "playerDynamicSimulationSystem", true] call EPOCH_fnc_returnConfigEntryV2)then
{
_newPlyr enableDynamicSimulation true; _newPlyr enableDynamicSimulation true;
_newPlyr triggerDynamicSimulation true; _newPlyr triggerDynamicSimulation true;
};
addToRemainsCollector[_newPlyr]; addToRemainsCollector[_newPlyr];

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@ -213,8 +213,11 @@ for "_i" from 1 to _maxVehicleLimit do {
}; };
// new Dynamicsimulation // new Dynamicsimulation
if(["CfgDynamicSimulation", "vehicleDynamicSimulationSystem", true] call EPOCH_fnc_returnConfigEntryV2)then
{
_vehicle enableSimulationGlobal false; // turn it off until activated by dynamicSim _vehicle enableSimulationGlobal false; // turn it off until activated by dynamicSim
_vehicle enableDynamicSimulation true; _vehicle enableDynamicSimulation true;
};
// turrets // turrets
/* /*

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@ -99,8 +99,11 @@ if !(_allHitpoints isEqualTo []) then{
}; };
// new Dynamicsimulation // new Dynamicsimulation
if(["CfgDynamicSimulation", "vehicleDynamicSimulationSystem", true] call EPOCH_fnc_returnConfigEntryV2)then
{
_newveh enableSimulationGlobal false; // turn it off until activated by dynamicSim _newveh enableSimulationGlobal false; // turn it off until activated by dynamicSim
_newveh enableDynamicSimulation true; _newveh enableDynamicSimulation true;
};
// add back old inventory // add back old inventory

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@ -109,8 +109,11 @@ if !(isNull _vehObj) then{
}; };
// new Dynamicsimulation // new Dynamicsimulation
if(["CfgDynamicSimulation", "vehicleDynamicSimulationSystem", true] call EPOCH_fnc_returnConfigEntryV2)then
{
_vehObj enableSimulationGlobal false; // turn it off until activated by dynamicSim _vehObj enableSimulationGlobal false; // turn it off until activated by dynamicSim
_vehObj enableDynamicSimulation true; _vehObj enableDynamicSimulation true;
};
// SAVE VEHICLE // SAVE VEHICLE